Week 1 Entcom

The exercise was created 25.04.2022 by AxelGernandt. Anzahl Fragen: 25.




Fragen wählen (25)

Normally, all words in an exercise is used when performing the test and playing the games. You can choose to include only a subset of the words. This setting affects both the regular test, the games, and the printable tests.

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  • Entertainment Amusement or diversion provided especially by performers
  • Credence goods Consumers do not judge these products on experience but acceptance of authority
  • Media entertainment Any market offering whose main purpose is to offer pleasure to consumers, vs offering primarily a functional utility
  • DSMM Model (Different susceptibility to media effects model) Preference, developmental level, social environment predict media use
  • Preference pop culture Core of culture is set of attitudes etc shared with a group of people
  • Congruence Nation transmits the values of what is to be appreciated to its members
  • Zeitgeist Defining mood of a particular period in history
  • Escapism Tendency to seek distraction and relief by seeking entertainment
  • Mood management theory Entertainment regulates positive moods
  • Reminiscence bump effect Our favorite media products were popular when we were 16-24
  • Moderate discrepancy hypothesis Something a little different gets more attention from something very different
  • Label Collection of objective info to identify an entertainment product
  • Phonetics Certain sounds trigger certain reactions
  • Ortography Spelling
  • Morphology Form of fonts
  • Semantics Meaning (use) of metaphor
  • Awareness (brand function) Can generate immediate attention
  • Image function (brand function) Semantic network of associations surrounding a brand
  • Flow Mental state of operation where a person performing an activity is fully immersed - feeling an energized focus
  • Versimilitude Similar to truth - within fiction not all fiction is equally believable
  • Eudemonia Greater insight or contemplacy of meaningfulness
  • Entertainment Industry Mass media companies that control the distribution of mass media
  • Transmedia storytelling Anyone can contribute to the story of the product
  • Return of investment (ROI) Efficiency of profitability in an investment
  • Cumulative advantage process Financial success is achieved by simulating strong awareness and early anticipation among consumers

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